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Terotricus

The legendary terotricus is a massive slime-mold that hails from the Abyss. Its collective consciousness encapsulates entire regions, spreading as far as its ever-growing cloud of spores will take it. Once it has seeped onto the Material Plane from the Abyssal realm, a terotricus’s agenda is to feed on all living creatures, infecting them with its spores, and its presence can spell doom for any in its way.

Terotricuses move by rapidly expanding and contracting their slimy “bodies,” which are capable of burrowing through soil, gliding across water, and scrabbling up steep slopes. These behemoths of rot don’t need to travel to see their plans come to fruition, though; their spores easily latch onto demons and other denizens of the Abyss, who in turn bring this blight to the Material Plane when the flends are summoned.

When a terotricus infects a creature with its spores, web-like fungal growths start appearing on the victim’s skin until they cover the entire body, at which point the victim’s mind is also subdued and bent to the terotricus’s will. The terotricus’s favored victims include animals, elves, and fey, though it is happy to infect any creature it can catch. Cults of Treerazer occasionally attempt to make contact with a terotricus, but such acts almost always simply result in a new sect of spore-blighted slaves.

Recall Knowledge (Nature): DC 44

TerotricusCreature 19

RareCEGargantuanFungus
Source Bestiary pg. 311
Perception +31; darkvision, tremorsense (imprecise) 120 feet
Languages Abyssal, Elven, Sylvan
Skills Athletics +37, Deception +32, Intimidation +35, Nature +31, Survival +31
Str +10, Dex +5, Con +9, Int -1, Wis +6, Cha +5
AC 42, Fort +34, Ref +28, Will +33; +1 status to all saves vs. magic
HP 370, regeneration 25 (deactivated by cold); Immunities controlled, disease, paralyzed, sleep; Resistances fire 15; Weaknesses cold 15, cold iron 15, good 15, slashing 10
Spore Cloud (aura, disease); 30 feet. A creature entering the aura or starting its turn there is exposed to spore blight.
Speed 35 feet; burrow 25 feet, climb 25 feet, swim 35 feet
Melee Single ActionSingle Action tentacle +37 (chaotic, evil, magical, reach 20 feet), Damage 4d10+16 bludgeoning plus 2d6 chaotic, 2d6 evil, and Improved Grab or Improved Push 20 feet (40 feet on a critical hit)Ranged Single ActionSingle Action spores +37 (chaotic, evil, magical, range increment 80 feet), Damage 4d8+6 poison plus 2d6 chaotic, 2d6 evil, spore blight, and sticky sporesInfest Environs Two ActionsTwo Actions (healing, necromancy, primal) Frequency once per day. Requirement The terotricus is in a swamp or forested area. Effect The terotricus drains nutrients from nearby trees and undergrowth while simultaneously infesting them with fungal growth. All non-magical plant life (though not plant creatures) within a 60-foot emanation withers and sprouts foul mold and slimy mushrooms, removing any cover and concealment provided by trees and undergrowth. The terotricus is healed 200 Hit Points.Spore Blight (disease) Plants and fungi are immune. Saving Throw Fortitude DC 40; Stage 1 enfeebled 2 (1 day); Stage 2 enfeebled 4 and slowed 1 (1 day); Stage 3 controlled by the terotricus (as dominate; 5d8 days); Stage 4 dead.Sticky Spores A creature hit by a terotricus’s spores must succeed at a DC 40 Reflex save or take a –10-foot status penalty to all its Speeds for 1 minute. On a critical failure, the creature is immobilized until it Escapes (DC 40).

Terotricus Myths

The Kellids of Sarkoris dealt with their fair share of terotricuses during the era of the Worldwound, and these people developed unique rituals to purify tainted grounds with the help of ancestral spirits and feathers acquired from celestials. Far south of there, in what is now known as the Sodden Lands, wastelanders who learn of the presence of a terotricus—or “swampblight,” as they’re called there—carry lanterns blessed by angels in the hopes that these lights will keep the terotricus at bay.